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reenable worldgen
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@ -13,26 +13,26 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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blocks[0][0][0] = Block::Stone;
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blocks[0][CHUNK_SIZE - 1][0] = Block::Stone;
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blocks[CHUNK_SIZE - 1][0][0] = Block::Stone;
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][0] = Block::Stone;
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blocks[0][0][CHUNK_SIZE - 1] = Block::Stone;
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blocks[0][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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blocks[CHUNK_SIZE - 1][0][CHUNK_SIZE - 1] = Block::Stone;
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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// blocks[0][0][0] = Block::Stone;
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// blocks[0][CHUNK_SIZE - 1][0] = Block::Stone;
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// blocks[CHUNK_SIZE - 1][0][0] = Block::Stone;
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// blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][0] = Block::Stone;
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// blocks[0][0][CHUNK_SIZE - 1] = Block::Stone;
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// blocks[0][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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// blocks[CHUNK_SIZE - 1][0][CHUNK_SIZE - 1] = Block::Stone;
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// blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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// for x in 0..CHUNK_SIZE {
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// for y in 0..CHUNK_SIZE {
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// for z in 0..CHUNK_SIZE {
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// let position = ivec3(x as i32, y as i32, z as i32) + offset;
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// let noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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// if (0.7..0.8).contains(&noise) {
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// blocks[x][y][z] = Block::Stone;
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// }
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// }
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// }
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// }
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for x in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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if (0.7..0.8).contains(&noise) {
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blocks[x][y][z] = Block::Stone;
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}
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}
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}
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}
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blocks
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}
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